You don't play this on turn 2. This is a great card for control warrior, as you'll play it when you have mass removal in your hand, like brawl or sleep with the fishes+activator. It will encourage your opponent to play lots of minions, which will give you more value for your spells. If they don't, well, then you have 10 more armor with little to no downside. However, whether Control Warrior ends up running one or two of this I'm not sure. But it's a very interesting card indeed.

You don't play this on turn 2. This is a great card for control warrior, as you'll play it when you have mass removal in your hand, like brawl or sleep with the fishes+activator. It will encourage your opponent to play lots of minions, which will give you more value for your spells. If they don't, well, then you have 10 more armor with little to no downside. However, whether Control Warrior ends up running one or two of this I'm not sure. But it's a very interesting card indeed.

You don't play this on turn 2. This is a great card for control warrior, as you'll play it when you have mass removal in your hand, like brawl or sleep with the fishes+activator. It will encourage your opponent to play lots of minions, which will give you more value for your spells. If they don't, well, then you have 10 more armor with little to no downside. However, whether Control Warrior ends up running one or two of this I'm not sure. But it's a very interesting card indeed.

I thought of this, but I think it might also still be too much of a downside and not good enough of a card. Like if you are playing against quest mage this will literally just loose you the game if you play it when they have combo in hand so I think it's a pretty dead card. Also 10 armor on 2 mana isn't even that great, it's basically 2 iron hide packaged into 1 card and then given a massive downside. Iron hide didn't really see play, so it'll be interesting to see if this card has enough of a impact to be considered worth it. I guess my opinion so far is that the case in which the card is good is way too narrow and the impact not big enough. The one deck I feel this might be really good against is burn mage, an extra 10 armor can really help with the burn and they have a lot of spells in their deck so might not benefit too much from that downside.

It's true that it's 2xiron hide in one card, but usually when two cards are bundled together it comes with a cost. In this case that cost isn't in terms of mana, but a very interesting drawback. But what makes it intriguing is that you can use this downside to manipulate your opponent. Say, you play this on turn 4 and use a shield slam on a minion. This does three things for you: 1. you gain 10 armor 2. you kill one of their minions, indicating that you might not have a brawl or sleep with the fishes combo. 3. you set up a much more valuable board clear on turn 5 (brawl, SWTF+ravaging ghoul etc). This scenario is easily duplicated at most stages in the game against aggro or mid range decks. Against control (excluding combo decks, e.g. Archmage Antonidas mages) it's simply 2 mana gain 10 armor, which is good with shield slam or going into fatigue, but not groundbreaking by any means. I think the card will shine against aggro and midrange, especially as the game approaches late and they are running out of cards.

I'm not going to lie this actually seems playable even with such negative consequences! Warrior always has super extreme epic spells so this isn't too big of a surprise. This is definitely useful late game if your opponent has a small hand. Might even help bring back control warrior. Has amazing synergy with Shield Slam too!